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| requirements= | | requirements= | ||
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| series=''[[Dragon Quest]]'' | | series=''[[Dragon Quest (series)|Dragon Quest]]'' | ||
}} | }} | ||
{{Translation|'''''Dragon Quest'''''|ドラゴンクエスト|Doragon Kuesuto|originally known as: '''Dragon Warrior'''}} is the original ''Dragon Quest'' game which preceded the entire [[Dragon Quest (series)| | {{Translation|'''''Dragon Quest'''''|ドラゴンクエスト|Doragon Kuesuto|originally known as: '''Dragon Warrior'''}} is the original ''Dragon Quest'' game which preceded the entire ''[[Dragon Quest (series)|Dragon Quest]]'' series. It was developed by [[Enix]] and released in 1986 in Japan for the [[MSX]] and [[Nintendo Entertainment System|Famicom]] consoles. The game was localized for North American release in 1989, but the title was changed to ''Dragon Warrior'' to avoid infringing on the trademark of the pen and paper game ''[[wikipedia:DragonQuest|DragonQuest]]''. The North American version of the game was greatly improved graphically over the Japanese original, and added a battery backed-up save feature, whereas the Japanese version used a password system. [[Nintendo]] was impressed with the Japanese sales of the title and massively overproduced the cartridge; the end result was that Nintendo gave away copies of ''Dragon Warrior'' as an incentive for subscribing to [[Nintendo Power]], the company's in-house promotions magazine. | ||
''Dragon Quest'' was the first turn-based role playing game to debut on a video game console and is considered a pioneer in the development of the genre. ''Dragon Quest'''s immense success proved that RPGs had a place in the industry, and would spawn a successful franchise that would become one of the de facto standards for role playing video games. | ''Dragon Quest'' was the first turn-based role playing game to debut on a video game console and is considered a pioneer in the development of the genre. ''Dragon Quest'''s immense success proved that RPGs had a place in the industry, and would spawn a successful franchise that would become one of the de facto standards for role playing video games. | ||
== Gameplay == | ==Gameplay== | ||
''Dragon Quest'' was developed to be simple enough for anyone to understand it's intricacies, but also captivating enough to compel players to explore every inch of its digital surface. | ''Dragon Quest'' was developed to be simple enough for anyone to understand it's intricacies, but also captivating enough to compel players to explore every inch of its digital surface. | ||
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===Sequels=== | ===Sequels=== | ||
''Dragon Quest'' was closely followed by | ''Dragon Quest'' was closely followed by {{DQ2}} which met with similar success. ''Dragon Quest II'' featured the same timeline and setting as the original, a concept which was further extended into {{DQ3}}. Together, the first three games comprise what is known as the [[Erdrick Trilogy]]. All three games were designed for the Famicom/NES and share similar artistic styles. | ||
===Spinoffs=== | ===Spinoffs=== | ||
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*Although his sprite changes when the princess is rescued, to show him carrying her, the princess does not participate in any battle. | *Although his sprite changes when the princess is rescued, to show him carrying her, the princess does not participate in any battle. | ||
*Enemies attack the hero 1-on-1, never in groups. | *Enemies attack the hero 1-on-1, never in groups. | ||
*There are no [[vehicle]]s; one can only traverse the overworld map on foot, or by using a [[Chimera wing]] or [[Zoom]] spell to travel to [[Tantegel | *There are no [[vehicle]]s; one can only traverse the overworld map on foot, or by using a [[Chimera wing]] or [[Zoom]] spell to travel to [[Tantegel]] Castle. | ||
*Tantegel is the only save location in the game. Likewise, the Zoom spell can only return to Tantegel. This is because the spell's Japanese name, ''rura'', derives from the English word ''Ruler''. | *Tantegel is the only save location in the game. Likewise, the Zoom spell can only return to Tantegel. This is because the spell's Japanese name, ''rura'', derives from the English word ''Ruler''. | ||
*Acquired weapons, armor and shields will automatically replace the previous item, which is then discarded or sold to the store. This is changed in the remakes. | *Acquired weapons, armor and shields will automatically replace the previous item, which is then discarded or sold to the store. This is changed in the remakes. | ||
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*Caves are dark, and must be lit up with a [[torch]] or [[Glow|Glow spell]]. These have limited range, which diminishes as the spell or torch wears out. The range is effectively reduced in the remakes, since the scale of the caves is larger, but the range is not increased to compensate. | *Caves are dark, and must be lit up with a [[torch]] or [[Glow|Glow spell]]. These have limited range, which diminishes as the spell or torch wears out. The range is effectively reduced in the remakes, since the scale of the caves is larger, but the range is not increased to compensate. | ||
*In the original versions, there are special menu commands to climb stairs and open chests (done automatically in later games), and in the Japanese version to select directions for certain commands, since characters do not have facings in these versions. | *In the original versions, there are special menu commands to climb stairs and open chests (done automatically in later games), and in the Japanese version to select directions for certain commands, since characters do not have facings in these versions. | ||
*The original Japanese Famicom and MSX versions of this game (and | *The original Japanese Famicom and MSX versions of this game (and {{DQ2}}) have a "[[Spell of Restoration]]" (password system), in place of the "Imperial Scrolls of Honor" (battery save system). The password does not save current HP and MP, or the contents of the chests. So all of these will be reset on a reload. | ||
*Whether a treasure chest has been opened or not is never recorded. By reloading the game, you can collect a chest multiple times. | *Whether a treasure chest has been opened or not is never recorded. By reloading the game, you can collect a chest multiple times. | ||
*The [[Game Boy]] Color release had a more direct translation of many character and town names. | *The [[Game Boy]] Color release had a more direct translation of many character and town names. | ||
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==Soundtrack== | ==Soundtrack== | ||
[[Koichi Sugiyama]] served as composer for the soundtrack. He would go on to write most of the music for the entire Dragon Quest series. Dragon Quest I's symphonic suite was bundled with Dragon Quest II's symphonic suite and a disc of original compositions as ''Dragon Quest in Concert''. Here is the track listing for the Dragon Quest I portion of that release: | [[Koichi Sugiyama]] served as composer for the soundtrack. He would go on to write most of the music for the entire Dragon Quest series. ''Dragon Quest I's'' symphonic suite was bundled with ''Dragon Quest II's'' symphonic suite and a disc of original compositions as ''Dragon Quest in Concert''. Here is the track listing for the ''Dragon Quest I'' portion of that release: | ||
# [[Overture]] March (序曲/''Overture'') (3:59) | #[[Overture]] March (序曲/''Overture'') (3:59) | ||
# Château Ladutorm (ラダトーム城/''Castle Ladutorm'') (3:25) | #Château Ladutorm (ラダトーム城/''Castle Ladutorm'') (3:25) | ||
# People (街の人々/''People of the Town'') (3:36) | #People (街の人々/''People of the Town'') (3:36) | ||
# Unknown World (広野を行く/''Going in Plain'') (2:07) | #Unknown World (広野を行く/''Going in Plain'') (2:07) | ||
# Fight (戦闘/''Fight'') (2:12) | #Fight (戦闘/''Fight'') (2:12) | ||
# Dungeons (洞窟/''Cave'') (3:40) | #Dungeons (洞窟/''Cave'') (3:40) | ||
# King Dragon (竜王/''King Dragon'') (3:08) | #King Dragon (竜王/''King Dragon'') (3:08) | ||
# Finale (フィナーレ/''Finale'') (2:40) | #Finale (フィナーレ/''Finale'') (2:40) | ||
==Gallery== | ==Gallery== | ||